diff options
Diffstat (limited to 'assets/javascripts/rectangles/engine')
| -rw-r--r-- | assets/javascripts/rectangles/engine/builder.js | 95 | ||||
| -rw-r--r-- | assets/javascripts/rectangles/engine/clipper.js | 4 | ||||
| -rw-r--r-- | assets/javascripts/rectangles/engine/mover.js | 48 |
3 files changed, 92 insertions, 55 deletions
diff --git a/assets/javascripts/rectangles/engine/builder.js b/assets/javascripts/rectangles/engine/builder.js index 8e1508a..42ef76b 100644 --- a/assets/javascripts/rectangles/engine/builder.js +++ b/assets/javascripts/rectangles/engine/builder.js @@ -19,12 +19,9 @@ var builder = new function(){ } function build (){ clipper.rooms = sort_rooms_by_id(clipper.rooms) - clipper.rooms.forEach(function(r){ - r.walls = [] - r.floors = [] - }) + clipper.regions.forEach(function(r){ - walls(r).forEach(function(el){ + build_walls(r).forEach(function(el){ els.push(el) scene.add(el) }) @@ -32,7 +29,7 @@ var builder = new function(){ clipper.rooms = sort_rooms_by_height(clipper.rooms) clipper.rooms.forEach(function(r){ - floors(r).forEach(function(el){ + build_floors(r).forEach(function(el){ els.push(el) scene.add(el) }) @@ -45,7 +42,9 @@ var builder = new function(){ els = [] } - function walls (r){ + function build_walls (r){ + var rm = clipper.rooms[ r.id ] + var list = [], el = null var width = r.x.length() @@ -53,50 +52,54 @@ var builder = new function(){ var height = clipper.rooms[r.id].height if (r.sides & FRONT) { - el = wall('.front') + el = make_wall('.front') el.width = width el.height = height el.rotationY = PI el.x = r.x.a + width/2 el.y = height/2 el.z = r.y.a + rm.$walls.push(el.el) list.push(el) } if (r.sides & BACK) { - var el = wall('.back') + var el = make_wall('.back') el.width = width el.height = height el.rotationY = 0 el.x = r.x.b - width/2 el.y = height/2 el.z = r.y.b + rm.$walls.push(el.el) list.push(el) } if (r.sides & LEFT) { - el = wall('.left') + el = make_wall('.left') el.rotationY = HALF_PI el.height = height el.width = depth el.x = r.x.a el.y = height/2 el.z = r.y.a + depth/2 + rm.$walls.push(el.el) list.push(el) } if (r.sides & RIGHT) { - el = wall('.right') + el = make_wall('.right') el.rotationY = -HALF_PI el.height = height el.width = depth el.x = r.x.b el.y = height/2 el.z = r.y.b - depth/2 + rm.$walls.push(el.el) list.push(el) } return list } - function floors(rm){ + function build_floors(rm){ var list = [], el = null var already_constructed = rm.intersects.filter(function(rr){ return rr.constructed }) @@ -110,41 +113,52 @@ var builder = new function(){ for (var i = 0; i < already_constructed.length; i++) { if (already_constructed[i].rect.contains(r)) { intersected = true - r.sides = 0xf + // r.sides = 0xf + // half_sides } else if (already_constructed[i].rect.intersects(r)) { intersected = true if (rm.height < already_constructed[i].height) { - list = list.concat( ceiling_walls( rm, already_constructed[i], r ) ) + list = list.concat( make_ceiling_walls( rm, already_constructed[i], r ) ) } } } if (! intersected) { - list.push( ground(rm, r) ) - list.push( ceiling(rm, r) ) + el = make_floor(rm, r) + list.push( el ) + rm.$floor.push(el.el) + + el = make_ceiling(rm, r) + list.push( el ) + rm.$ceiling.push(el.el) } }) } else { // render floor and ceiling for the entire rectangle - list.push( ground(rm, rm.rect) ) - list.push( ceiling(rm, rm.rect) ) + el = make_floor(rm, rm.rect) + list.push( el ) + rm.$floor.push(el.el) + + el = make_ceiling(rm, rm.rect) + list.push( el ) + rm.$ceiling.push(el.el) } rm.constructed = true return list } - function ceiling_walls( lo, hi, r ){ + function make_ceiling_walls( lo, hi, r ){ var list = [] var width = r.x.length() var depth = r.y.length() var height = hi.height - lo.height - if (! (r.sides & LEFT) && r.x.a == hi.rect.x.a) { - el = wall('.left') + if (! (r.half_sides & LEFT) && r.x.a == hi.rect.x.a) { + el = make_wall('.left') el.rotationY = HALF_PI el.height = height el.width = depth @@ -152,12 +166,12 @@ var builder = new function(){ el.y = lo.height + height/2 el.z = r.y.a + depth/2 list.push(el) - r.sides |= LEFT - console.log(hi.height, lo.height) + hi.$walls.push(el.el) + r.half_sides |= LEFT } - if (! (r.sides & RIGHT) && r.x.b == hi.rect.x.b) { - el = wall('.right') + if (! (r.half_sides & RIGHT) && r.x.b == hi.rect.x.b) { + el = make_wall('.right') el.rotationY = -HALF_PI el.height = height el.width = depth @@ -165,11 +179,12 @@ var builder = new function(){ el.y = lo.height + height/2 el.z = r.y.b - depth/2 list.push(el) - r.sides |= RIGHT + hi.$walls.push(el.el) + r.half_sides |= RIGHT } - if (! (r.sides & FRONT) && r.y.a == hi.rect.y.a) { - el = wall('.front') + if (! (r.half_sides & FRONT) && r.y.a == hi.rect.y.a) { + el = make_wall('.front') el.width = width el.height = height el.rotationY = PI @@ -177,11 +192,12 @@ var builder = new function(){ el.y = lo.height + height/2 el.z = r.y.a list.push(el) - r.sides |= FRONT + hi.$walls.push(el.el) + r.half_sides |= FRONT } - if (! (r.sides & BACK) && r.y.b == hi.rect.y.b) { - el = wall('.back') + if (! (r.half_sides & BACK) && r.y.b == hi.rect.y.b) { + el = make_wall('.back') el.width = width el.height = height el.rotationY = 0 @@ -189,45 +205,42 @@ var builder = new function(){ el.y = lo.height + height/2 el.z = r.y.b list.push(el) - r.sides |= BACK + hi.$walls.push(el.el) + r.half_sides |= BACK } return list } - function ground(rm, r){ + function make_floor(rm, r){ var width = r.x.length() var depth = r.y.length() - var el = wall('.bottom') + var el = make_wall('.floor') el.height = depth el.width = width el.x = r.x.a + width/2 el.y = 0 el.z = r.y.a + depth/2 el.rotationX = PI/2 - el.el.style.backgroundColor = "#f00" - - rm.floors.push(el) return el } - function ceiling(rm, r){ + function make_ceiling(rm, r){ var width = r.x.length() var depth = r.y.length() var height = rm.height - var el = wall('.top') + var el = make_wall('.ceiling') el.height = depth el.width = width el.x = r.x.a + width/2 el.y = height el.z = r.y.a + depth/2 el.rotationX = -PI/2 - el.el.style.backgroundColor = "#00f" return el } - function wall(klass){ + function make_wall(klass){ var el = new MX.Object3D(".face" + (klass || "")) el.width = el.height = el.scaleX = el.scaleY = el.scaleZ = 1 el.z = el.y = el.x = 0 diff --git a/assets/javascripts/rectangles/engine/clipper.js b/assets/javascripts/rectangles/engine/clipper.js index bcd0586..43a1bab 100644 --- a/assets/javascripts/rectangles/engine/clipper.js +++ b/assets/javascripts/rectangles/engine/clipper.js @@ -97,10 +97,6 @@ var clipper = new function(){ base.regions = sort_rects_by_position(regions) } - // generate floor and ceiling for some regions - // generate walls from surviving regions - // generate ceiling-walls where ceiling has discontinuity - return base } diff --git a/assets/javascripts/rectangles/engine/mover.js b/assets/javascripts/rectangles/engine/mover.js index ebe4447..5a1f7d9 100644 --- a/assets/javascripts/rectangles/engine/mover.js +++ b/assets/javascripts/rectangles/engine/mover.js @@ -1,11 +1,11 @@ var mover = new function(){ var base = this - var last_room = null + base.room = null base.init = function(){ - last_room = clipper.rooms[0] base.bind() + base.update(scene.camera) } base.bind = function(){ @@ -13,19 +13,47 @@ var mover = new function(){ } base.update = function(pos){ - if (last_room && last_room.rect.contains(pos.x, pos.z)) return; + cam.y = pos.y - var intersects = [] - clipper.rooms.forEach(function(r){ - if (r.rect.contains(pos.x, pos.z)) { - intersects.push(r) + // if we were in a room + if (base.room) { + // check if we're still in the room + if (base.room.rect.contains(pos.x, pos.z)) { + cam.x = pos.x + cam.z = pos.z + return } + // check if we've crossed one of the walls.. clamp position if so + var collision = base.room.collides(pos.x, pos.z) + if (collision) { + if (! (collision & LEFT || collision & RIGHT)) { + cam.x = pos.x + } + if (! (collision & FRONT || collision & BACK)) { + cam.z = pos.z + } + return + } + } + + // otherwise we've either entered into a new room, or broken free + var intersects = clipper.rooms.filter(function(r){ + return r.rect.contains(pos.x, pos.z) }) + $(".face.active").removeClass("active") if (intersects.length) { - $(".face.active").removeClass("active") - last_room = intersects[0] - } + base.room = intersects[0] + base.room.$floor.addClass("active") + base.room.$ceiling.addClass("active") + base.room.$walls.addClass("active") + } + else { + base.room = null + } + + cam.x = pos.x + cam.z = pos.z } } |
